The Unofficial Guide to Ticks and Combos in SFII Street Fighter II

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3/17/92 at 6:33 pm]

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Arthur Penn [Level 50] Regular User

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            The Unofficial Guide to Ticks and Combos in SFII

                      Copyright 1992. [trick :) ]


This is my contribution to the SFII netters.   I have spent the

past couple of weeks trying to compose this list of ticks and

combinations.  I hope this will help improve your games. Since

this is a first release, I'm sure that there will be mistakes in

it. Please email any corrections or additions to me,

lhuynh@reed.edu.


Thanks to these people for their help: rhett@u.washington.edu,

tpordon@isis.es.du.edu


A few abbreviations before we start. T will denote tick, AT  will

denote anti-tick, and C will denote combination. Since I do not

consider any ticks or combos cheap or unfair, my opinion of what

is a tick and what is a combo may differ from yours. Note also

that I did not include a counter for the combos, but if you want,

I'm sure I can write something up.


Guile:


    T: Guile crouches, does a series of jabs, then goes in for

the throw.  Guile stands, does a series of shorts, then goes in

for the throw.  When you have knocked your opponent down, go

toward your opponent, then pull the joystick to defensive crouch

and start jabbing. After a few jabs, go in for the throw.

Remember not to be predictable with the number of jabs you use.

The dangerous thing about this is that your opponent  can throw

you if you start your jabs to close to them.


    AT: The easiest way to get out of this tick is to reverse the

sucker when he goes in for the throw.  After the first jab, move

the joystick to offensive crouch (your character should still be

blocking). When Guile stops jabbing, and if he is still in your

throwing range, move the joystick to the forward position and

press strong or fierce to throw. The dangerous thing about this

is Guile can decide not to throw you, and do a flash kick

instead.  Similarly, if Guile does the short/throw tick, move the

joysticks to the center after the first short, then go for the

throw when Guile stops his shorts.  If you are Zangief, do the

spinning power driver after the jabs/shorts.


    T: Guile throws a slow sonic boom, and follows it in for the

throw.


   AT: There are several ways to counter this, but it can get

hard if Guile is close behind his sonic boom. If you are:


     1) Ken/Ryu, after you block the sonic boom, do a jab dragon

punch.  This should hit Guile if timed right.  You can also block

high, then when Guile is close enough, sweep him with roundhouse.

You can also move back then do a hurricane kick.



     2) Zangief, do the spinning power driver. If Guile is

anywhere near you, he'll get a headache.


     3) Honda, after blocking the sonic boom, do the thousand

hand slaps. This will hit Guile several times if he goes in to

throw you.  Be careful not to jump over Guile's sonic boom

when he's following in. He can always jump up to meet you in the

air, and throw you into the corner.


     4) Anyone else, just go for the throw. Remember to move the

joystick to the center after you block the sonic boom.  Then go

the throw immediately afterward.


    C: Jump into your opponent with the forward kick, do a crouch

strong or jab, then a forward Razor Kick.  Immediately after

executing the jump, pull the joystick to defensive crouch to

charge the Razor Kick. Don't wait to execute the Razor Kick after

the crouch strong.  If this is done successfully, your opponent

will not be able to block or sac, and he/she will come up

stunned.


    C: Jump into your opponent with fierce, pull the joystick

back to back defense. When you land (about 1/2 sec. later), do the

fierce upper cut, then immediately pull the joystick forward and

do the sonic boom. If your opponent has a little bit on energy

left, do the backhand immediately to finish your opponent off.

After the first three hits, your opponent should be stunned

again. Again, if this is done fast enough, your opponent cannot

do the sac throw.


    Note: When doing the Razor Kick, you can go from defensive

crouch to backward flip. In this way, you still have you sonic

boom charged when you are doing the Razor Kick. This is very

helpful if you do a lot of short Razor Kicks.



Ken/Ryu:


    T: Ken walks to his fallen opponent, and then does a series

of crouch or standing shorts, then goes for the throw.  It is

harder to reverse the crouch shorts, so I recommend doing that

instead. Walk up to your opponent after knocking him/her down,

pull the joystick back, and start the shorts. Then go for the

throw.  Again, remember to vary the number of shorts you use.



[Newscanning - General Stuff] - [99/99 ?/Help]:t



File name/number to type [?=List]: 40


            The Unofficial Guide to Ticks and Combos in SFII

                      Copyright 1992. [trick :) ]


This is my contribution to the SFII netters.   I have spent the 

past couple of weeks trying to compose this list of ticks and 

combinations.  I hope this will help improve your games. Since 

this is a first release, I'm sure that there will be mistakes in 

it. Please email any corrections or additions to me, 

lhuynh@reed.edu.


Thanks to these people for their help: rhett@u.washington.edu,

tpordon@isis.es.du.edu


A few abbreviations before we start. T will denote tick, AT  will 

denote anti-tick, and C will denote combination. Since I do not 

consider any ticks or combos cheap or unfair, my opinion of what 

is a tick and what is a combo may differ from yours. Note also 

that I did not include a counter for the combos, but if you want, 

I'm sure I can write something up.


Guile:


    T: Guile crouches, does a series of jabs, then goes in for 

the throw.  Guile stands, does a series of shorts, then goes in 

for the throw.  When you have knocked your opponent down, go 

toward your opponent, then pull the joystick to defensive crouch 

and start jabbing. After a few jabs, go in for the throw. 

Remember not to be predictable with the number of jabs you use.  

The dangerous thing about this is that your opponent  can throw 

you if you start your jabs to close to them.

   

    AT: The easiest way to get out of this tick is to reverse the 

sucker when he goes in for the throw.  After the first jab, move 

the joystick to offensive crouch (your character should still be 

blocking). When Guile stops jabbing, and if he is still in your 

throwing range, move the joystick to the forward position and 

press strong or fierce to throw. The dangerous thing about this 

is Guile can decide not to throw you, and do a flash kick 

instead.  Similarly, if Guile does the short/throw tick, move the 

joysticks to the center after the first short, then go for the 

throw when Guile stops his shorts.  If you are Zangief, do the 

spinning power driver after the jabs/shorts. 


    T: Guile throws a slow sonic boom, and follows it in for the 

throw.  


   AT: There are several ways to counter this, but it can get 

hard if Guile is close behind his sonic boom. If you are:


     1) Ken/Ryu, after you block the sonic boom, do a jab dragon 

punch.  This should hit Guile if timed right.  You can also block 

high, then when Guile is close enough, sweep him with roundhouse. 

You can also move back then do a hurricane kick.

     


     2) Zangief, do the spinning power driver. If Guile is 

anywhere near you, he'll get a headache.


     3) Honda, after blocking the sonic boom, do the thousand 

hand slaps. This will hit Guile several times if he goes in to 

throw you.  Be careful not to jump over Guile's sonic boom 

when he's following in. He can always jump up to meet you in the 

air, and throw you into the corner.

          

     4) Anyone else, just go for the throw. Remember to move the 

joystick to the center after you block the sonic boom.  Then go 

the throw immediately afterward.


    C: Jump into your opponent with the forward kick, do a crouch 

strong or jab, then a forward Razor Kick.  Immediately after 

executing the jump, pull the joystick to defensive crouch to 

charge the Razor Kick. Don't wait to execute the Razor Kick after 

the crouch strong.  If this is done successfully, your opponent 

will not be able to block or sac, and he/she will come up 

stunned.


    C: Jump into your opponent with fierce, pull the joystick 

back to back defense. When you land (about 1/2 sec. later), do the 

fierce upper cut, then immediately pull the joystick forward and 

do the sonic boom. If your opponent has a little bit on energy 

left, do the backhand immediately to finish your opponent off.  

After the first three hits, your opponent should be stunned 

again. Again, if this is done fast enough, your opponent cannot 

do the sac throw.


    Note: When doing the Razor Kick, you can go from defensive 

crouch to backward flip. In this way, you still have you sonic 

boom charged when you are doing the Razor Kick. This is very 

helpful if you do a lot of short Razor Kicks.



Ken/Ryu:


    T: Ken walks to his fallen opponent, and then does a series 

of crouch or standing shorts, then goes for the throw.  It is 

harder to reverse the crouch shorts, so I recommend doing that 

instead. Walk up to your opponent after knocking him/her down, 

pull the joystick back, and start the shorts. Then go for the 

throw.  Again, remember to vary the number of shorts you use.


   AT: This can be hard to reverse sometime. The trick is to pull 

the joystick to the crouch, then go for the throw when Ken stops 

shorting. Remember to watch for the throw. Ken might decide to 

sweep you instead (This usually happens when he is out of range 

to do the throw). Again if you are Zangief, do the spinning power 

driver. If you are Guile, you can do a short Razor Kick 

immediately after the shorts. This should get any Ken who goes in 

for the throw.



    T: Ken traps you in the corner, and starts his fireball. If 

you jump, he does the short or strong Dragon Punch and knocks you 

out of the air.  After throwing  the fireball, keep the joystick 

in the forward position so a that Dragon Punch can be executed 

quickly if the opponent jumps over.  The trick to doing this tick 

successfully is not to be predictable. This mean varying the 

speed of your fireballs, and sometime just hitting the jab button 

instead of doing a fireball.  This is very hard to get out of, 

and very annoying for rookies.

   

   AT: If you are:

           

     1) Ryu, block the fireball, then do a jab dragon punch 

through the next fireball.  You can now sweep Ken with roundhouse 

if he does another fireball.  You can also just jump straight up, 

then come down and do a fireball.

              

     2) Guile, block the fireball, then do a Razor Kick. Or you 

can time your forward flip right and do the auto-stun combo on 

Ken when he does his fireball. Or you can do a sonic boom to meet 

Ken's fireball, then do a backhand slap.

              

     3) Honda, sweep Ken with the standing roundhouse before he 

does his fireball. Or you can time the fireball right to flip 

forward into Ken with the fierce or the roundhouse.

            

     4) Chun Li, block the fireball, then do a crouch roundhouse 

to knock Ken down. Be careful because Ken can dragon punch your 

crouch roundhouse.

              

     5) Zangief, time your forward flip so that you hit Ken with 

the roundhouse, then immediately do the spinning power driver. 

The range for this is incredible.

              

     6) Any Ken trying this tick on Dhalsim is either stupid or 

desperate. Just time your slide to go under the fireball.


    C: Ken jumps behind his opponent with a roundhouse, then 

crouches and does a series of shorts.  If the roundhouse hits, 

three more shorts should get his opponent stunned. Remember not 

to jump too far behind your opponent's head.


    C: Ken jumps behind his opponent with a roundhouse, then does 

a standing fierce, then a fierce dragon punch. When executed 

properly, you will stun your opponent. The trick to doing this 

combo is to leave the joystick in the center when doing to 

standing fierce punch, then immediately move the joystick to 

forward and execute the dragon punch.  With practice, your 

opponent will not be able to defend the dragon punch if you get 

the fierce punch in.






    C: Ken jumps into his opponent with short, then crouches and 

does a series of shorts.  The trick to successfully executing his 

combo is pressing all three kick buttons as fast as possible.  

This will keep your opponent from moving back after the first 

short.  It is VERY hard to press all three kick buttons quickly, 

but it is possible. It just takes practice. Be careful when using 

this combo.  It can be reversed with the sac throw.


    C: A VERY good combo for Ken is the sweep/fireball. This is 

very hard to do, but once mastered, Ken will be a very hard 

opponent to beat, even with Guile.  Pull the joystick to 

defensive crouch and hit the forward or roundhouse button, then 

immediately move the joystick in a circular path to forward and 

hit a punch button.  The idea is to press the kick and the punch 

button in one motion for a fireball.  After mastering this 

technique, you can make up your own combo. For instance, jump 

with roundhouse, crouch with forward kick, then fireball with 

fierce.  Note that instead of sweeping your opponent, you can 

also do a crouch punch.


    C: Jump in with roundhouse kick, then couch and do another 

roundhouse.  This combo is old, but it works good against 

opponent who sac throw a lot.



Dhalsim:


    T: Dhalsim crouches, does a jab or a short, then noogies or 

throws his opponent.  Move close to a fallen opponent, but just 

out of his/her throwing range, then pull the joystick to 

defensive crouch and hit jab, then immediately hit strong while 

moving the joystick to forward.  I found that it helps to get the 

joystick in the forward position until I have them in my grip. If 

you see that your opponent is going for the reverse throw, then 

just pull the joystick to back defense after the jab/short and do 

the head butt. 

   

   AT: This is VERY hard to get out of sometime, but not 

impossible. If you are:


     1) Ryu, Chun Li, Honda, or Zangief, just go for the throw 

immediately after the jab. Remember to keep the joystick in the 

center after Dhalsim jabs you. If Dhalsim makes a mistake, and 

starts his jab too close, then just throw him when you are 

getting up. Here, the Spinning Power Driver works , but not as 

well as a regular throw.

           

     2) Guile. It is very hard for Guile to get out of this tick. 

There are several ways for Guile to reverse this. There is first 

the reverse throw (see 1) where Guile blocks that jab, then goes 

for the throw. Second, Guile can crouch and jab. Third, and 

probably the most effective way to get out of this tick is for 

Guile to do a short Razor Kick immediately after Dhalsim jabs.



    T: When Dhalsim traps his opponent in the corner, he does a 

fireball, then goes in for the throw.  Do the fireball when your 

opponent is getting up, keeping the joystick in the forward 

position afterward. Then go in and tap fierce quickly. If your 

opponent tries to reverse throw you, they will usually get thrown 

back into the corner 90% of the time.  Do NOT try this tick on 

Zangief, he will do the Spinning Power Driver on you.


   AT: It is nearly impossible to reverse throw Dhalsim if he 

does this tick on you, unless you are Zangief.  So the most 

obvious thing is not to try the reverse throw, just keep blocking 

after the fireball hits you.  If Dhalsim is tapping the fierce 

button after the fireball, it is most likely that he will do the 

head butt instead of throwing you. If you are against a Dhalsim 

who has not perfected the distance for this tick, then you can 

try to reverse throw him.  Remember to pull the joystick back to 

the center after the fireball hits, then go for the throw 

immediately.  I have found that it is easier to reverse throw 

Dhalsim if you are blocking with back defense instead of 

defensive crouch. If you are:

          

     1) Guile, you can do a short Razor Kick immediately after 

the fireball. This will hit Dhalsim if he tries to throw you.  

The short Razor Kick is fast enough that if Dhalsim blocks, he 

will not be able to hit you afterward. Dhalsim might go in to 

throw you after you miss with the Razor Kick. In he does, 

just go for the back breaker.


     2) Zangief, do the Spinning Power Driver.


    T: Dhalsim spins into his opponent, with head first or feet 

first, then does the throw. I found that this works best if you 

do the feet first spin, and aim your spin so that the feet hits 

your opponent's leg.  The reason for this is to distance yourself 

from your opponent so that he/she cannot throw you. This is not a 

very good tick to use because it can be reversed very easily.


   AT: Just go for the throw just before Dhalsim is finished with 

the spin.


    C: Dhalsim fireballs, then kicks this opponent out of the air 

if they jumps in.  Do not be predictable with the fireballs.  

This means varying the speed, and sometimes just hitting jab, or 

short.  After the fireball, move forward a little, and use either 

the forward or the short button to kick your opponent out of the 

air.  To keep your opponent at a safe distance, use the fierce or 

the strong punch.









    C: Dhalsim slides into his opponent with forward or short, 

then jumps back and does a roundhouse or a fierce punch.  Most 

opponents will jump into you after they your slide. If you use 

the forward or the short button, you will recover quickly enough 

so that you can jump back and hit roundhouse. The roundhouse will 

knock you opponent out of the air if timed correctly.  Replace 

the roundhouse with the fierce punch if you opponent is just 

walking into you.



Chun Li:


    T: Chun Li walks into a fallen opponent, then jabs and 

throws.  This is similar to all the other jab/throw tick. Pull 

the joystick to back defense, hit jab or strong,  then to forward 

and throw. This tick is easily countered, so don't go for the 

throw a lot.  Move forward as though you are going to throw, then 

sweep with the forward instead.  The trick to doing any tick is 

not to be predictable.


   AT: Just go for the reverse throw. If you are:

       

     1) Guile, you can reverse throw Chun Li, or you can do a 

short Razor Kick after the jab, which will also work.

       

     2) Zangief, do the reverse throw or the Spinning Power 

Driver if you are fast enough. The reverse throw usually works 

better.  Remember that you want to keep her close to you, so use 

the strong button to throw.


    T: Chun Li jumps into her opponent with the forward or short, 

NOT the head-hop, then throw. When doing this, don't hit your 

opponent too high, or else you will be thrown even before you 

land.  Do NOT try this tick on Zangief; it would be hazardous to 

you health! 

   

   AT: The sac throw should work well here.  You can also block, 

then go for the throw.  If Chun Li is too close when she starts 

her jump, then walk under her, and turn around for the throw. If 

Chun Li has her timing down such that she throws you even when 

you walk under her, then just walk under her, turn around and 

crouch jab, then throw her.


    T: Chun Li jumps over her opponent with the forward kick, 

turns around and throws. The timing for this tick is very hard to 

get down.  The idea is to time the forward kick so that Chun Li 

pulls her leg in right before she lands. In this way, she can 

immediately throw her opponent.  This is a very hard tick to 

counter if your opponent doesn't know how to reverse throw you.

   






   AT: This is easy to counter if you get your timing down. The 

easiest thing to do is wait for her to land, then hit her with 

fierce. You can also try to throw her, but if you hit the button 

too early or too late, you will get thrown.  This problem most 

people have with countering this tick is that they hit the fierce 

too early.


    C: Once Chun Li has cornered an opponent, she can safely do 

the head hop.  Jump into your opponent. While in the air, pull 

the joystick down to crouch, and hit the forward kick. Chun Li 

will bounce on her opponent's head, then bounce back out. While 

she is bouncing out, hit the forward kick again, but this time, 

leave the joystick in the center.  She will do her other forward 

kick. This will hit her opponent if he tries to jump after her.  

If the first head hop doesn't bounce her out, then keep the 

joystick in the crouch position and hit forward again.


    C: Chun Li jumps into her opponent with the forward kick, 

lands and does a strong punch, then crouches and does a forward 

sweep.  This is a good combo to use.  If you do this fast enough, 

your opponent will get stunned.  Vary this combo with the ticks 

listed above for an almost unstoppable game.  There are several 

variations of this combo. For instance, using the roundhouse as 

the sweep instead of forward, jumping into your opponent with the 

fierce punch instead of the forward kick, etc.,.


    C: Jump into your opponent with the fierce punch, then land 

and hit fierce again. The second fierce should hit your opponent 

if the first one hits, and if you do this combo fast enough.



E. Honda:


    T: Honda jumps into his opponent with the belly flop and then 

throw.  The belly flop is done with the forward kick button. 

While in the air, pull the joystick to defensive crouch, then go 

for the throw after your opponent blocks.

   

   AT: The sac throw works good here.  You can also block, and 

then go for the throw. Remember to move the joystick to the 

center after you block.


    C: Honda crouches, hits jab fast, but not fast enough to do 

the thousand hand, then does a jab torpedo when his opponent 

jumps in. This is a great move to use because your opponent will 

get hit every time if they jump in too close.  Use the torpedo 

when you have fallen and your opponent is jumping into you.  Even 

though this is not a tick, I will show how to counter this move. 

For Chun Li and Blanka, jump in with the forward kick.  Do not 

aim for Honda's head.  Instead aim for where his head will be if 

he does the torpedo. If Honda doesn't do the torpedo, then throw 

him. For Zangief, the roundhouse would work better.




    C: Honda jumps into his opponent with fierce, crouches and 

does a roundhouse, then a torpedo.  After jumping into your 

opponent, pull the joystick to defensive crouch.  If your 

opponent is far away, do the fierce torpedo.  If your opponent 

jumps over the fierce torpedo, immediately do the thousand hand 

slaps.  If you opponent jumps into you when you are doing the 

roundhouse, then do a jab torpedo. 



Blanka:


    T: Blanka jumps into his opponent with a kick, then goes for 

the bite. 

   

   AT: This is a regular tick. Do sac throw or block, then throw. 

Both should work equally well.


    C: Blanka jumps into his opponent with fierce, lands and does 

a strong punch, then crouches and does a forward kick.  Jump into 

your opponent with the fierce punch, when you land hit strong 

quickly while keeping the joystick in the center, then pull the 

joystick to defensive crouch and hit forward immediately.


    C: Jump into your opponent with either the roundhouse or the 

fierce punch. While in the air, pull the joystick to back 

defensive and hit either roundhouse or fierce punch, then do the 

furball.  You can trick your opponent pulling the joystick to 

back defense, then hitting either strong or forward, then doing a 

fierce furball.


    C: Jump into your opponent with the fierce claw. While in the 

air, pull the joystick to back defense. When you land, hit jab, 

then do the furball with any punch button.  This is like Guile's 

fierce-fierce-sonic boom combo, but slower.



Zangief: 


    T: Zangief jumps into his opponent, then does the Spinning 

Power Driver.  The trick to doing this successfully, is to keep 

your distance when you jump in.  Time you jump so that Zangief 

just barely touches his opponent, then immediately do the  

SPD. Use the strong button for the SPD.


   AT: This is very hard to get out of. In fact any combos or 

ticks of Zangief are hard to get out of. You can sac throw, which 

will work sometimes. If you are:


       1) Ken, do the jab or strong Dragon Punch if Zangief jumps 

in too late, otherwise try the sac throw.


       2) Guile, do the short Razor Kick if Zangief jumps in too 

late, otherwise try the sac throw.

       

       3) Honda, try the jab torpedo, or the sac throw.

    T: After his opponent has fallen down, Zangief goes toward 

his opponent, crouches and does a short or a series of jabs, then 

the SPD. This is EXTREMELY hard to counter.

   

   AT: Do not try to reverse throw Zangief is he does this tick 

on you.  You can escape if you just flip backup, unless you're in 

the corner, in which case jump back with a kick.  If you are 

Guile, do the short Razor Kick.


    C: Jump into a fallen opponent with the fierce punch. Don't 

pull the joystick back when you are hitting the fierce punch. You 

want Zangief to do the punch, not the body flop. After the punch, 

pull the joystick to defensive crouch and hit short, then do the 

SPD. This is EXTREMELY hard to counter, even for a master-blank 

player.


    C: Jump into your opponent with the roundhouse kick. If the 

kick hits, do the SPD. This is very useful against opponents with 

missiles.! [1]

[File] [41] :

[File] [41] :

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